Game Engine: Level of detail support and tools

Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.

Reviewed By: moguri, nexyon, brecht

Differential Revision: http://developer.blender.org/D109
This commit is contained in:
2013-12-17 14:42:47 -08:00
committed by kupoman
parent 173f7a3d30
commit e9e08a1d12
25 changed files with 690 additions and 6 deletions

View File

@@ -775,3 +775,154 @@ class DupliOffsetFromCursor(Operator):
ob.users_group[group].dupli_offset = scene.cursor_location
return {'FINISHED'}
class LodByName(Operator):
"""Add levels of detail to this object based on object names"""
bl_idname = "object.lod_by_name"
bl_label = "Setup Levels of Detail By Name"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (context.active_object is not None)
def execute(self, context):
scene = context.scene
ob = context.active_object
prefix = ""
suffix = ""
name = ""
if ob.name.lower().startswith("lod0"):
prefix = ob.name[:4]
name = ob.name[4:]
elif ob.name.lower().endswith("lod0"):
name = ob.name[:-4]
suffix = ob.name[-4:]
else:
return {'CANCELLED'}
level = 0
while True:
level += 1
if prefix:
prefix = prefix[:3] + str(level)
if suffix:
suffix = suffix[:3] + str(level)
lod = None
try:
lod = bpy.data.objects[prefix + name + suffix]
except KeyError:
break
try:
ob.lod_levels[level]
except IndexError:
bpy.ops.object.lod_add()
ob.lod_levels[level].object = lod
return {'FINISHED'}
class LodClearAll(Operator):
"""Remove all levels of detail from this object"""
bl_idname = "object.lod_clear_all"
bl_label = "Clear All Levels of Detail"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (context.active_object is not None)
def execute(self, context):
scene = context.scene
ob = context.active_object
if ob.lod_levels:
while 'CANCELLED' not in bpy.ops.object.lod_remove():
pass
return {'FINISHED'}
class LodGenerate(Operator):
"""Generates levels of detail using the decimate modifier"""
bl_idname = "object.lod_generate"
bl_label = "Generate Levels of Detail"
bl_options = {'REGISTER', 'UNDO'}
count = bpy.props.IntProperty(name="Count", default=3)
target = bpy.props.FloatProperty(name="Target Size", default=0.1,
min=0.0, max=1.0)
package = bpy.props.BoolProperty(name="Package into Group", default=False)
@classmethod
def poll(cls, context):
return (context.active_object is not None)
def execute(self, context):
scene = bpy.context.scene
ob = scene.objects.active
lod_name = ob.name
lod_suffix = "lod"
lod_prefix = ""
if lod_name.lower().endswith("lod0"):
lod_suffix = lod_name[-3:-1]
lod_name = lod_name[:-3]
elif lod_name.lower().startswith("lod0"):
lod_suffix = ""
lod_prefix = lod_name[:3]
lod_name = lod_name[4:]
group_name = lod_name.strip(' ._')
if self.package:
try:
bpy.ops.object.group_link(group=group_name)
except TypeError:
bpy.ops.group.create(name=group_name)
step = (1.0 - self.target) / (self.count - 1)
for i in range(1, self.count):
scene.objects.active = ob
bpy.ops.object.duplicate()
lod = bpy.context.selected_objects[0]
scene.objects.active = ob
bpy.ops.object.lod_add()
scene.objects.active = lod
if lod_prefix:
lod.name = lod_prefix + str(i) + lod_name
else:
lod.name = lod_name + lod_suffix + str(i)
lod.location.y = ob.location.y + 3.0 * i
if i == 1:
modifier = lod.modifiers.new("lod_decimate", "DECIMATE")
else:
modifier = lod.modifiers[-1]
modifier.ratio = 1.0 - step*(i)
ob.lod_levels[i].object = lod
if self.package:
bpy.ops.object.group_link(group=group_name)
lod.parent = ob
if self.package:
for level in ob.lod_levels[1:]:
level.object.hide = level.object.hide_render = True
lod.select = False
ob.select = True
scene.objects.active = ob
return {'FINISHED'}